virtualx-engine/scene/3d/light.h
Juan Linietsky 72ae89c5aa Lots of 3D improvements:
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
2014-05-04 22:50:23 -03:00

196 lines
5.5 KiB
C++

/*************************************************************************/
/* light.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef LIGHT_H
#define LIGHT_H
#include "scene/3d/visual_instance.h"
#include "scene/resources/texture.h"
#include "servers/visual_server.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Light : public VisualInstance {
OBJ_TYPE( Light, VisualInstance );
OBJ_CATEGORY("3D Light Nodes");
public:
enum Parameter {
PARAM_RADIUS=VisualServer::LIGHT_PARAM_RADIUS,
PARAM_ENERGY=VisualServer::LIGHT_PARAM_ENERGY,
PARAM_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
PARAM_SPOT_ANGLE=VisualServer::LIGHT_PARAM_SPOT_ANGLE,
PARAM_SPOT_ATTENUATION=VisualServer::LIGHT_PARAM_ATTENUATION,
PARAM_SHADOW_DARKENING=VisualServer::LIGHT_PARAM_SHADOW_DARKENING,
PARAM_SHADOW_Z_OFFSET=VisualServer::LIGHT_PARAM_SHADOW_Z_OFFSET,
PARAM_SHADOW_Z_SLOPE_SCALE=VisualServer::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
PARAM_MAX=VisualServer::LIGHT_PARAM_MAX
};
enum LightColor {
COLOR_AMBIENT=VisualServer::LIGHT_COLOR_AMBIENT,
COLOR_DIFFUSE=VisualServer::LIGHT_COLOR_DIFFUSE,
COLOR_SPECULAR=VisualServer::LIGHT_COLOR_SPECULAR
};
enum Operator {
OPERATOR_ADD,
OPERATOR_SUB
};
private:
Ref<Texture> projector;
float vars[PARAM_MAX];
Color colors[3];
VisualServer::LightType type;
bool shadows;
Operator op;
// bind helpers
protected:
RID light;
virtual bool _can_gizmo_scale() const;
virtual RES _get_gizmo_geometry() const;
static void _bind_methods();
Light(VisualServer::LightType p_type);
public:
VS::LightType get_light_type() const { return type; }
void set_parameter(Parameter p_var, float p_value);
float get_parameter(Parameter p_var) const;
void set_color(LightColor p_color,const Color& p_value);
Color get_color(LightColor p_color) const;
void set_project_shadows(bool p_enabled);
bool has_project_shadows() const;
void set_projector(const Ref<Texture>& p_projector);
Ref<Texture> get_projector() const;
void set_operator(Operator p_op);
Operator get_operator() const;
virtual AABB get_aabb() const;
virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
void approximate_opengl_attenuation(float p_constant, float p_linear, float p_quadratic, float p_radius_treshold=0.5);
Light();
~Light();
};
VARIANT_ENUM_CAST( Light::Parameter );
VARIANT_ENUM_CAST( Light::LightColor );
VARIANT_ENUM_CAST( Light::Operator );
class DirectionalLight : public Light {
OBJ_TYPE( DirectionalLight, Light );
public:
enum ShadowMode {
SHADOW_ORTHOGONAL,
SHADOW_PERSPECTIVE,
SHADOW_PARALLEL_2_SPLITS,
SHADOW_PARALLEL_4_SPLITS
};
enum ShadowParam {
SHADOW_PARAM_MAX_DISTANCE,
SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
SHADOW_PARAM_PSSM_ZOFFSET_SCALE
};
private:
ShadowMode shadow_mode;
float shadow_param[3];
protected:
static void _bind_methods();
public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
void set_shadow_max_distance(float p_distance);
float get_shadow_max_distance() const;
void set_shadow_param(ShadowParam p_param, float p_value);
float get_shadow_param(ShadowParam p_param) const;
DirectionalLight();
};
VARIANT_ENUM_CAST( DirectionalLight::ShadowMode );
VARIANT_ENUM_CAST( DirectionalLight::ShadowParam );
class OmniLight : public Light {
OBJ_TYPE( OmniLight, Light );
protected:
static void _bind_methods();
public:
OmniLight() : Light( VisualServer::LIGHT_OMNI ) {}
};
class SpotLight : public Light {
OBJ_TYPE( SpotLight, Light );
protected:
static void _bind_methods();
public:
SpotLight() : Light( VisualServer::LIGHT_SPOT ) {}
};
#endif